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14 minutes ago, Dismal Scientist said:

The howl tax exists. If a tie FO can cost 26, and has all that extra cheese over a humble tie LN, how could the LN be costed at 23 without some kind of tax?

 

Because the TIE LN was always 23, but the FO started 2.0 more than 26.  The TIE LN doesn't have a "good support tax", The FO has a "no generic support" discount.

Edited by MasterShake2

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48 minutes ago, Dismal Scientist said:

The howl tax exists. If a tie FO can cost 26, and has all that extra cheese over a humble tie LN, how could the LN be costed at 23 without some kind of tax?

Diminishing returns. It can't do too much with all its great stuff over the TIE LN. TIEs, well, in the vast majority of game states, you point and shoot with them or you block. As filler, their job is to fill in most cases. Conversely, the Silencer can do a lot more than similar craft given the nature of the chassis to emphasize even the smallest of craft changes. 

Although personally, I believe that the TIE LN is good at its point cost thanks to all the in-faction support it has: Sloan, Howlrunner, Iden, Tarkin, Del, etc. Thanks to their decent price point, you can pop them in a list as filler, or have a pretty dandy swarm with them. The FO TIEs, thanks to their better chassis, have significantly weaker abilities to compensate, and that does matter for swarms of generics because the supporting pieces (Cardinal, Hux, etc.) don't hold a candle to the glory of the Empire's vast arsenal of Swarm Tactics. FO TIEs are great as filler (Rivas, Scorch, Longshot will tend to pull their weight, and Null or Muse if you play them right) and their chassis synergizes with their "single operator" nature, but their 3+ bargain upgrade becomes a burden when they become amassed as a foolish schtick for a list.

big_1480054738_image.jpg

 

I wish I'd known that less is more
But my MOV spilled on the floor
That's the last thing I remember
It's been lonely sans Howlrunner

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The Boosty Bois Hyperspace Analysis: Why Random Data is Meaningless and Should often be Seen as Extraneous Information. Also, afterburners don't count, as them good, but only work when going 3+ speed, which can get inconvenient. Chassis, not Pilot abilities, alone are considered.

Rebels:

Boosty: Freighter, A-Wing, T-65

Boostiness Score: 0.375

Empire:

Boosty: V1, Interceptor, Striker, Reaper

Boostiness Score: 0.500

Scum:

Boosty: Freighter, Fang, Firespray, Viper

Boostiness Score: 0.444

Resistance:

Boosty: A-wing, Freighter, T70

Boostiness Score: 0.500

First Order:

Boosty: Silencer

Boostiness Score: 0.250

Galactic Republic:

Boosty: Aethersprite, N-1

Boostiness Score: 0.400

CIS:

Boosty: Belbullab

Boostiness Score: 0.200

 

Conclusion #1: Boost is an action that exists in the game, primarily on the action bars of roughly about a good chunk of the game's ships. 

Conclusion #2: We are bored, with World's being done, the HST season fizzling out, and no new releases soon. Fortunately, community events are around the corner.

Conclusion #3: This was a waste of time. More conclusions (all based on external information contributing to factional/craft presuppositions) will be made reading into the meaningless numbers than conclusions to be drawn reading from the meaningless numbers.

 

Edited by player3010587

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11 hours ago, Dismal Scientist said:

The howl tax exists. If a tie FO can cost 26, and has all that extra cheese over a humble tie LN, how could the LN be costed at 23 without some kind of tax?

Because the 23-point TIE/ln is the center of the entire points system. Everything else is theoretically priced based on how good it is compared to a basic TIE Fighter. 
 

or so they said in a dev interview last summer. 

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16 minutes ago, skotothalamos said:

Because the 23-point TIE/ln is the center of the entire points system. Everything else is theoretically priced based on how good it is compared to a basic TIE Fighter. 
 

or so they said in a dev interview last summer. 

 

^ the 41pt X-Wing and 23pt TIE fighter cannot be over or undercosted because they are the baseline.

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4 hours ago, skotothalamos said:

Because the 23-point TIE/ln is the center of the entire points system. Everything else is theoretically priced based on how good it is compared to a basic TIE Fighter. 
 

or so they said in a dev interview last summer. 

And so the 26pt Epsilon was supposedly going to help FO in this current season of events. 

...

It did.

...

I think I saw Scorch once. 

(And I'm truly baffled by the lack of FO spam as much as anybody.)

Edited by Bucknife

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The ep is good. So is scorch, omegas, longshot, rivas, even SF survivors. Just gotta actually use em until you have the reps to know for yourself. Particularly paired with kylo. Some solid builds out there. 

FOs biggest problem is most players dont want to use them because of a perceived power level requirement (passive/double mods, high init, mobility, etc). That is until a new shiny “i6” is there to allow a trip ace jedi/empire double reposition type list. Then the masses will jump in. Which Kylo/Tav/Qd most closely approximates. 
 

I think X-Wing players avoid/dismiss most low or mid init stuff until it hits final tables or a arbitrary name they recognize tells them its ok to use. Same is true for rebels and scum and resistance. This is different than just overlooking stuff or not reading newly released content which is normal theres alot of cards we cant all play all of it. Opinions on FO though are closer to the usual “rebels bad cuz no true ace”  syndrome.
 

Most of the small base FO stuff is solid, that is until you hit a double ensnare list but thats true for virtually all small bases in the game with a few exceptions.
 

Ensnare makes discussions of ship quality almost impossible without knowing if someone understands and accepts how busted it actually is.

Edited by Boom Owl

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41 minutes ago, Boom Owl said:

The ep is good. So is scorch, omegas, longshot, rivas, even SF survivors. Just gotta actually use em until you have the reps to know for yourself. Particularly paired with kylo. Some solid builds out there. 

FOs biggest problem is most players dont want to use them because of a perceived power level requirement (passive/double mods, high init, mobility, etc). That is until a new shiny “i6” is there to allow a trip ace jedi/empire double reposition type list. Then the masses will jump in. Which Kylo/Tav/Qd most closely approximates. 
 

I think X-Wing players avoid/dismiss most low or mid init stuff until it hits final tables or a arbitrary name they recognize tells them its ok to use. Same is true for rebels and scum and resistance. This is different than just overlooking stuff or not reading newly released content which is normal theres alot of cards we cant all play all of it. Opinions on FO though are closer to the usual “rebels bad cuz no true ace”  syndrome.
 

Most of the small base FO stuff is solid, that is until you hit a double ensnare list but thats true for virtually all small bases in the game with a few exceptions.
 

Ensnare makes discussions of ship quality almost impossible without knowing if someone understands and accepts how busted it actually is.

 

Remember how long everyone thought CIS was garbage because they lacked an ace...

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17 hours ago, player3010587 said:

The Boosty Bois Hyperspace Analysis: Why Random Data is Meaningless and Should often be Seen as Extraneous Information. Also, afterburners don't count, as them good, but only work when going 3+ speed, which can get inconvenient. Chassis, not Pilot abilities, alone are considered.

Rebels:

Boosty: Freighter, A-Wing, T-65

Boostiness Score: 0.375

Empire:

Boosty: V1, Interceptor, Striker, Reaper

Boostiness Score: 0.500

Scum:

Boosty: Freighter, Fang, Firespray, Viper

Boostiness Score: 0.444

Resistance:

Boosty: A-wing, Freighter, T70

Boostiness Score: 0.500

First Order:

Boosty: Silencer

Boostiness Score: 0.250

Galactic Republic:

Boosty: Aethersprite, N-1

Boostiness Score: 0.400

CIS:

Boosty: Belbullab

Boostiness Score: 0.200

 

Conclusion #1: Boost is an action that exists in the game, primarily on the action bars of roughly about a good chunk of the game's ships. 

Conclusion #2: We are bored, with World's being done, the HST season fizzling out, and no new releases soon. Fortunately, community events are around the corner.

Conclusion #3: This was a waste of time. More conclusions (all based on external information contributing to factional/craft presuppositions) will be made reading into the meaningless numbers than conclusions to be drawn reading from the meaningless numbers.

 

Nuclear take- bank boost shouldn't be a standard option for boosting.

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2 hours ago, skotothalamos said:

when a weapons failure 2-dice ship has a range 2 or 3 shot at him.

and he has no shot himself

and there are no other shots at him

 

I was gonna say when you are behind a gas cloud from a single attacker with no return shot, but yours was close enough. ;)

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3 hours ago, Bucknife said:

Pop quiz: 

When is it ever better for a generic Jedi to take a purple evade action over a white focus? 

swz32_jedi-knight.png

Second question: 

Why would you NOT want to take a purple evade with any Jedi with more than one force charge on your bar? (Hello, Brilliant Evasion?)

latest?cb=20190205051046

latest?cb=20181110014956

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